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114 lines
3.7 KiB
C
114 lines
3.7 KiB
C
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/*******************************************************************************
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/
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/ File: PushGameSound.h
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/
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/ Description: BPushGameSound is a class for games that want to push data
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/ at the system, rather than have a callback get called.
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/
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/ Copyright 1999, Be Incorporated, All Rights Reserved
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/
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*******************************************************************************/
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#if !defined(_PUSH_GAME_SOUND_H)
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#define _PUSH_GAME_SOUND_H
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#include <StreamingGameSound.h>
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class BPushGameSound : public BStreamingGameSound
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{
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public:
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BPushGameSound(
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size_t inBufferFrameCount,
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const gs_audio_format * format,
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size_t inBufferCount = 2,
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BGameSoundDevice * device = NULL);
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virtual ~BPushGameSound();
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enum lock_status {
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lock_failed = -1, // not yet time to do more
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lock_ok = 0, // do more
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lock_ok_frames_dropped // you may have missed some buffers
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};
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virtual lock_status LockNextPage(
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void ** out_pagePtr,
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size_t * out_pageSize);
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virtual status_t UnlockPage(
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void * in_pagePtr);
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virtual lock_status LockForCyclic(
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void ** out_basePtr,
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size_t * out_size);
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virtual status_t UnlockCyclic();
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virtual size_t CurrentPosition();
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virtual BGameSound * Clone() const;
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virtual status_t Perform(int32 selector, void * data);
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protected:
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virtual status_t SetParameters( // will allocate handle and call Init()
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size_t inBufferFrameCount,
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const gs_audio_format * format,
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size_t inBufferCount);
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virtual status_t SetStreamHook(
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void (*hook)(void * inCookie, void * inBuffer, size_t inByteCount, BStreamingGameSound * me),
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void * cookie);
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virtual void FillBuffer( // default is to call stream hook, if any
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void * inBuffer,
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size_t inByteCount);
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private:
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/* leave these declarations private unless you plan on actually implementing and using them. */
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BPushGameSound();
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BPushGameSound(const BPushGameSound&);
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BPushGameSound& operator=(const BPushGameSound&);
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int32 _m_benCount;
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sem_id _m_benSem;
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char * _m_lockedPtr;
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char * _m_playedPtr;
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size_t _m_pageSize;
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int32 _m_pageCount;
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size_t _m_bufSize;
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char * _m_buffer;
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/* fbc data and virtuals */
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uint32 _reserved_BPushGameSound_[12];
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virtual status_t _Reserved_BPushGameSound_0(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_1(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_2(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_3(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_4(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_5(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_6(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_7(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_8(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_9(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_10(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_11(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_12(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_13(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_14(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_15(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_16(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_17(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_18(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_19(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_20(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_21(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_22(int32 arg, ...);
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virtual status_t _Reserved_BPushGameSound_23(int32 arg, ...);
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};
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#endif // _PUSH_GAME_SOUND_H
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